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    Struct InputBufferData<T>

    The underlying ICommandData buffer used to store the IInputComponentData.

    Implements
    ICommandData
    IBufferElementData
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: Unity.NetCode
    Assembly: Unity.NetCode.dll
    Syntax
    [InternalBufferCapacity(0)]
    public struct InputBufferData<T> : ICommandData, IBufferElementData where T : unmanaged, IInputComponentData
    Type Parameters
    Name Description
    T

    An unmanaged struct implementing the IInputComponentData interface"/>

    Remarks

    The buffer replication behaviour cannot be overriden on per-prefab basis and it is by default sent also for child entities.

    Fields

    InternalInput

    The IInputComponentData struct that hold the input data.

    Declaration
    public T InternalInput
    Field Value
    Type Description
    T

    Properties

    Tick

    The tick the command should be executed. It is mandatory to set the tick before adding the command to the buffer using AddCommandData<T>(DynamicBuffer<T>, T).

    Declaration
    public NetworkTick Tick { readonly get; set; }
    Property Value
    Type Description
    NetworkTick

    Implements

    ICommandData
    IBufferElementData
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